Files
fps_project_1/scripts/LevelManager.gd
2024-08-07 08:27:01 -05:00

150 lines
4.4 KiB
GDScript

extends Node3D
@export var player : Node
@export var money = 250
@export var health = 3
@export var MAX_PARTICLES = 100
@export var gun_1 : Resource
@export var gun_2 : Resource
@export_group("Drops")
@export var ammo_drop_enabled = true
@export var stamina_drop_enabled = true
@export var health_drop_enabled = true
@export var money_drop_enabled = true
var ammo_drop = [[load("res://assets/ammo_pickup.tscn")],["ammo"]]
var stamina_drop = [[load("res://assets/stamina_pickup.tscn")],["stamina"]]
var health_drop = [[load("res://assets/health_pickup.tscn")],["health"]]
var money_drop = [[load("res://assets/money_pickup.tscn")],["money"]]
var dead_player = preload("res://assets/dead_cam.tscn")
const CLEARED_ANNOUNCE = preload("res://assets/cleared_announce.tscn")
const DEAD_ANNOUNCE = preload("res://assets/dead_announce.tscn")
var pickups = []
var held_guns = []
var ammo_current = [0]
var ammo_reserve = [0]
var guns_dict = {}
var current_gun_index
var particle_number = 0
var enemy_hiveminds = []
var remaining_enemies
var last_hit : Node
var respawn_position
var respawn_cam_rotation
var respawn_rot
# Called when the node enters the scene tree for the first time.
func _ready():
#global randomize function
randomize()
respawn_position = player.camera.global_position
respawn_cam_rotation = player.global_transform.basis
#clear spawned in objects
for node in get_tree().get_nodes_in_group("spawned"):
node.queue_free()
#assign pickups to array
if ammo_drop_enabled == true:
pickups.append(ammo_drop)
if stamina_drop_enabled == true:
pickups.append(stamina_drop)
if health_drop_enabled == true:
pickups.append(health_drop)
if money_drop_enabled == true:
pickups.append(money_drop)
if player:
#Set up starting guns and ammo
held_guns = [gun_1]
var instance_gun = held_guns[0].instantiate()
ammo_current[0] = instance_gun.max_ammo
ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
if gun_2 != null:
held_guns.append(gun_2)
var instance_gun_2 = held_guns[1].instantiate()
ammo_current.append(instance_gun_2.max_ammo)
ammo_reserve.append(instance_gun_2.max_ammo * instance_gun_2.start_mags)
# Spawn first gun
current_gun_index = 0
gun_spawn(0)
#find enemy hiveminds
for node in get_tree().get_nodes_in_group("enemy_hivemind"):
enemy_hiveminds.append(node)
#count starting enemies
enemy_count()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass
func gun_spawn(index):
#loop around if scrolling past available guns
if index > held_guns.size() - 1:
index = 0
elif index < 0:
index = held_guns.size() - 1
current_gun_index = index
var instance_gun = held_guns[index].instantiate()
instance_gun.global_transform.origin = player.weapon_spawner.position
player.gun = instance_gun
player.def_weapon_holder_pos = player.weapon_holder.position
player.ammo = player.gun.max_ammo
player.ammo_reserve = player.gun.max_ammo * player.gun.start_mags
#player.gun_fire_pitch_starting = player.gun.audio_fire.pitch_scale
instance_gun.gun_index = index
instance_gun.anim_player.play("swap_in")
player.weapon_holder.add_child(instance_gun)
func enemy_count():
var sum = 0
for i in enemy_hiveminds:
sum += i.minions.size()
print("enemies: " + str(sum))
if sum == 0:
cleared()
func cleared():
var clearedmsg = CLEARED_ANNOUNCE.instantiate()
get_parent().add_child(clearedmsg)
await get_tree().create_timer(1).timeout
clearedmsg.queue_free()
func die():
Engine.time_scale = .05
AudioServer.set_bus_effect_enabled(0,0,true)
var deadmsg = DEAD_ANNOUNCE.instantiate()
get_parent().add_child(deadmsg)
var instance_dead = dead_player.instantiate()
instance_dead.global_position = player.global_position
instance_dead.transform.basis = player.global_transform.basis
#instance_dead.camera.rotation = player.camera.rotation
instance_dead.target = last_hit
instance_dead.respawn_position = respawn_position
instance_dead.respawn_rotation = respawn_cam_rotation
instance_dead.respawn_fov = player.camera.fov
get_tree().get_root().add_child(instance_dead)
instance_dead.camera.current = true
player.dead = true
player.gun.visible = false
player.crosshair.visible = false
func pickup_spawn():
var item_type = pickups.pick_random()
var item_spawn = item_type[0][0].instantiate()
var item_name = item_type[1][0]
item_spawn.rand_amt = randi_range(25,100)
return item_spawn